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Thursday, January 31, 2013

Honoring Basic Fantasy Role Play: A Rule I REALLY Like

Maybe you are familiar with Basic Fantasy Role-Playing Game. Maybe you aren't. To be honest, it is probably one of the most overlooked of all of the retro-clones. In fact, I often overlook this gem myself. While my ideal cup of tea lies within Castles & Crusades, Swords & Wizardry and sometimes B/X, this has a solid rule set, good presentation, and a great price Free for the PDF and very cheap for hard copies. These can both be acquired here. There you go. I'm happy that I helped to get you a free copy of a new game, maybe some modules and supplements too (did you see those?)

Now that you have this let me draw your attention to something that I REALLY like. Page 48: Wrestling rules. This ruling is what many modern rpg's refer to as "grappling." Typically the rules for grappling are long winded and difficult to remember. This version of the rule is a good rule. I think a variation of it should replace the "grappling" rules in every game that contains them, and be given as an option in games that do not yet have such a rule. This is really a good way of handling said action. Let's take a look:

WrestlingA wrestling attack requires a successful melee attack roll,where success indicates the attacker has grabbed his or heropponent. This hold is maintained until the attackerreleases it or the defender makes a save vs. Death Ray,which is attempted at the defender's next action (accordingto Initiative). A successful wrestling attack causes theattacker to move into the same “space” as the defender (ifminiature figures are used).After achieving a hold on an opponent, the attacker canautomatically inflict unarmed damage (as if striking with afist), prevent a held opponent from speaking, use simplemagic items such as rings, or take any other action the GMallows. The attacker may also attempt to acquire an itemthe opponent is holding (such as a weapon) or attempt tomove the opponent (as described below). A heldcharacter may be voluntarily released whenever theattacker so desires.The attacker can’t draw or use a weapon or use a wand,staff, scroll or potion, escape another’s wrestling attack,cast a spell, or pin another character while holding anopponent.Moving the Opponent: The attacker can move up toone-half speed (bringing the defender along) with asuccessful attack roll, if the attacker is strong enough tocarry or drag the defender.Acquiring an Object: The attacker may attempt to takean item away from the defender. This requires anadditional attack roll; if the roll fails, the defender mayimmediately attempt an attack roll (even if he or she hasalready attacked this round) which, if successful, results inthe defender pinning the attacker; or, the defender maychoose to escape instead of reversing the hold.Actions Allowed to the Defender: The target of asuccessful hold is usually immobile (but not helpless) atleast until his or her next action, as determined byInitiative. Such characters suffer a penalty of -4 to ACagainst opponents other than the attacker.If the defender is significantly stronger and/or larger thanthe attacker, he or she may move at up to one-half speed,dragging the attacker along.On the defender's next action, he or she can try to escapethe pin with a saving throw vs. Death Ray; the defendermust apply the better of his or her Strength or Dexteritybonuses (or penalties) on this roll. If the escape rollsucceeds, the defender finishes the action by moving intoany space adjacent to the attacker.

If more than one attacker has a hold on a particulardefender, a successful escape roll frees the defender fromjust one of those attackers.Held characters may also use simple magic items such asrings. A character being held may not normally cast aspell, even if he or she has not been silenced by theattacker.Multiple Opponents: Several combatants can beinvolved in a wrestling match. Up to four combatants canwrestle a single opponent of normal size in a given round.Creatures that are smaller than the attacker count for half,while creatures that are larger count at least double (asdetermined by the GM). Note that, after an opponent ispinned, other attackers benefit from the -4 AC penaltyapplied to the defender. However, this AC penalty is notcumulative (that is, each successful attack does not lowerthe defender's AC further).It is also possible for another character to attack theattacker in an ongoing wrestling bout. In this case, asuccessful hold on the attacker grants the original defendera +4 bonus on subsequent escape rolls.Wrestling With Monsters: In general, the rules abovecan be used not only when character races wrestle but alsowhen humanoid monsters are involved. The GM willdecide whether or not to allow wrestling involving nonhumanoidcreatures on a case-by-case basis; if this isallowed, the following adjustments apply:Creatures with extra grasping appendages (more than theusual two) gain a +1 bonus on attack rolls or saving throwsfor each such appendage. This includes creatures withfeet capable of grasping (such as monkeys or apes, giantspiders, etc.)Large creatures able to fly may attempt to carry off theiropponents (even if the flying creature is the defender).Wrestling attacks against creatures with touch attacks (suchas wights) will cause the attacker to suffer one such attackautomatically every round.
This is all really good stuff! I dig it. It would take minimal effort to insert (or replace an existing rule) in any D&D based system. That being said all that would need to be replaces is the "save" required to break free. I would argue that this might be better (and more universal) if it were altered to making opposed strength checks or attack roles. Either way, I do believe that I am adopting this into my C&C and S&W games! Enjoy your free game!